TIE-TC 205: Treachery At Ryloth

Battle Information

Game platform: TIE Fighter
Missions: 4
Release date: 2003-04-17
Last updated: 2009-03-22
Average rating 3.0
Reviews: 1
Bug reports: 1
Times completed: 73
Battle Medal: Medal of Silence
Comments:

Mission Creation Wars Round #1

Battle Reviews

Played on easy with full cheats. I don't really like the rebel fighter patch as I find the controls too twitchy. Ok battle.


Battle Bug Reports

GN Dunta Polo

2010-05-29

No readme file.


High Scores

Battle Total: 256,372 COL Phalk Sturm 2020-08-23
Mission 1: 71,233 COL Phalk Sturm 2020-08-23
Mission 2: 29,240 CPT Morpheus
Mission 3: 92,851 COL Phalk Sturm 2020-08-23
Mission 4: 101,235 COL Carl Lost

Top Ten

(of available records)

1 256,372 COL Phalk Sturm 2020-08-23
2 238,974 COL Carl Lost 2003-06-19
3 184,594 CPT Morpheus 2004-12-08
4 133,338 GN Dax Corrin 2003-09-10
5 112,340 VA Philo 2003-06-02
6 94,398 LCM Raistlin 2003-05-06
7 75,393 LCM Halk Knight 2010-05-29
8 69,429 MAJ Deleted Member 2003-09-06
9 51,293 LC Daisuke Airyu 2004-10-09
10 47,530 AD Ranthier Khaen 2003-06-17

Battle Completion Statistics

This battle has been flown by 62 pilots a total of 70 times.

GN Abel Malik - 2005-04-18

LC Ace Hobbes

HA Anahorn Dempsey - 7 times, last on 2021-10-12

COL Angel

COL Brucmack

FA Brukhar - 2005-04-18

COL Carl Lost - 2003-06-19

FA Conker Blackwood - 2009-09-28

LC Daisuke Airyu - 2004-10-09

COL DarkC

GN Dax Corrin - 2003-09-10

MAJ Deleted Member - 2003-09-06

CPT Derek Dan

LC Diaboli

COL Dirty Vader - 2005-05-06

GN Dunta Polo - 2010-06-01

GN Elwood the Brave - 2 times, last on 2014-02-08

GN Exar Kit - 2010-05-29

AD Gidda - 2003-08-20

GN Golbez Harvey - 2015-10-31

COL Gyssler

LCM Halk Knight - 2010-05-29

AD Hav Antiel - 2017-09-22

MAJ Hermann - 2005-06-02

MAJ Hunter - 2003-05-19

MAJ Jagged Fell III - 2024-10-11

MAJ Kazraran - 2023-03-31

MAJ KEBLAOMEGA - 2024-06-06

LC Kenath Zoron - 2003-08-21

FA Khadgar

Title                    : Trechery at Ryloth
Filename                 : Tretchery at Ryloth
Authors                   : Carl Lost (Pin# 3635), Viper (Pin# 8293)
Number of missions  : 4
Platform                  : TIE
Plotline by               :Marcin Szydlowski, mission 1,  Carl Lost, missions 2, 3, 4,
TFW Mission Creation by: Viper                          
================================================================


Required patches
----------------
* EH Ship Patch for TIE Fighter
* Fly Rebel Fighters


Installation instructions
--------------------------
1] Make sure you have the EH Ship Patch for TIE Fighter installed
2] Download the Fly Rebel Fighters patch from the EH Patch archive (http://tc.emperorshammer.org/patcharchive.php)
3] Install the Fly Rebel Fighters patch by double clicking it in the EHSP installer
4] Double click the .EHM file, the EH Battle Launcher will install the battle
5] Check the Misc folder in your TIE95 one for additional material like patches, sounds etc.
6] Press the TIE Fighter button on the EHBL to start the game
7] Create a new pilot and fly the first battle
8] Uninstall the Fly Rebel Fighters patch by double clicking it in the EHSP installer


4] Press the TIE Fighter button to start TIE and fly the battle.

THESE LEVELS ARE NOT MADE, DISTRIBUTED, OR SUPPORTED BY LUCASARTS ENTERTAINMENT COMPANY.
ELEMENTS TM & (c) LUCASARTS ENTERTAINMENT COMPANY.

--------------------------------------------------

Mission 1:
 
Pirate activity has increased in a disturbing way on the routes leading to Aurora. After days of futile 
patrol flights, you have earned a couple of days of R&R. As you exit your craft after landing in the hangar 
of the Polaris casino, you are nearly run over by someone who jumps into his YT-1300 and makes a run for it. 
Seconds later, station security guards run past you. You ask what is up and are told that the person running 
away has just killed someone in cold blood.  You jump in your craft (crappy one but with ions) and pursue 
him, managing to disable him and bring him to justice. 
That evening at the bar you are approached by someone who tells you he is quite impressed by the way you 
handled yourself in the fight earlier, and recruits you for "a little job".  The pay is so good that you 
forget about the R&R and accept the job. 

Hypering to the coordinates provided by the man you find... 
 
 
Mission 2: 
 
An imperial TRN with cargo *(Intel)* hypers in a few seconds after you arrive at the coordinates and radios 
you about your assignment - should you choose to accept it ;) "The person murdered at the casino was an 
Imperial informant with data about NRI code cipher hardware.  We have to find out who the assassin is 
working for and how much of our efforts to capture a code decipher core have been revealed. Utmost secrecy 
is needed, and because of that we can't use regular Intel force craft. Therefore, you will inspect the 
convoy which will arrive soon at these coordinates and plant a homing device. Of course, nobody must 
recognize the device, so it will be concealed within the "warhead" of your missiles. 

After the convoy hypers out and enemy snubfighters have been vaped, the Imperial TRN hypers back in and you 
transmit the homing beacon's frequency to them. 
 

Mission 3:

After you provided the beacon frequency to ID, they were able to find out the location of the classified 
NR operations starbase. You're ordered to hyper in and inspect the compound (and are motivated by a high 
premium!) with your R41, since this starfighter type is also used by the NR in some areas. If you are asked 
by the compound troops about your intentions, pretend to be a courier from another NR space station that 
has been attacked.  Once you have verified the coordinates of the space station (as ordered by your 
Intelligence people), and have inspected the compound, hyper back out!


Mission 4:

You have found out that the compound, situated near to the EH border, is a staging area for a marauder 
invasion force !!
The small fleet could never overthrow the whole TIE Corps, but it could substantially harrass the outskirts 
of EH space.  There is a possibility that if their mission is a success, similar fleets could be put together 
to seriously tie up EH defense forces, which could prevent them from defending Aurora against a concentrated
assault! Through intercepted radio transmissions ID has found out that there is ambivalence in NR High Command 
about this marauder group. If we could destroy one or more of the marauder's capital ships before they can 
even begin their operation, the NR Command Officers against this raid could be proven right, and would 
probably call off all similar operations for a long while! As part of a squadron of B-Wings (so that the 
compound mistakes you for reinforcements) you are to destroy at least one capital ship of the fleet in order 
to make the NR forces withdraw. Fighter support can only be given from mercenary R41's, because connection 
with the Emperor's Hammer must be camouflaged - we don't want them to know that we're on to their plans!!